/obj/structure/closet name = "closet" desc = "It's a basic storage unit." icon = 'icons/obj/closet.dmi' icon_state = "closed" density = 1 var/icon_closed = "closed" var/icon_opened = "open" var/opened = 0 var/welded = 0 var/wall_mounted = 0 //never solid (You can always pass over it) var/health = 100 var/breakout = 0 //if someone is currently breaking out. mutex var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate //then open it in a populated area to crash clients. var/open_sound = 'sound/machines/click.ogg' var/close_sound = 'sound/machines/click.ogg' var/store_misc = 1 var/store_items = 1 var/store_mobs = 1 var/const/default_mob_size = 15 /obj/structure/closet/initialize() if(!opened) // if closed, any item at the crate's loc is put in the contents var/obj/item/I for(I in src.loc) if(I.density || I.anchored || I == src) continue I.loc = src // adjust locker size to hold all items with 5 units of free store room var/content_size = 0 for(I in src.contents) content_size += Ceiling(I.w_class/2) if(content_size > storage_capacity-5) storage_capacity = content_size + 5 /obj/structure/closet/examine(mob/user) if(..(user, 1) && !opened) var/content_size = 0 for(var/obj/item/I in src.contents) if(!I.anchored) content_size += Ceiling(I.w_class/2) if(!content_size) user << "It is empty." else if(storage_capacity > content_size*4) user << "It is barely filled." else if(storage_capacity > content_size*2) user << "It is less than half full." else if(storage_capacity > content_size) user << "There is still some free space." else user << "It is full." /obj/structure/closet/alter_health() return get_turf(src) /obj/structure/closet/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group || (height==0 || wall_mounted)) return 1 return (!density) /obj/structure/closet/proc/can_open() if(src.welded) return 0 return 1 /obj/structure/closet/proc/can_close() for(var/obj/structure/closet/closet in get_turf(src)) if(closet != src) return 0 return 1 /obj/structure/closet/proc/dump_contents() //Cham Projector Exception for(var/obj/effect/dummy/chameleon/AD in src) AD.loc = src.loc for(var/obj/I in src) I.loc = src.loc for(var/mob/M in src) M.loc = src.loc if(M.client) M.client.eye = M.client.mob M.client.perspective = MOB_PERSPECTIVE /obj/structure/closet/proc/open() if(src.opened) return 0 if(!src.can_open()) return 0 src.dump_contents() src.icon_state = src.icon_opened src.opened = 1 playsound(src.loc, open_sound, 15, 1, -3) density = 0 return 1 /obj/structure/closet/proc/close() if(!src.opened) return 0 if(!src.can_close()) return 0 var/stored_units = 0 if(store_misc) stored_units += store_misc(stored_units) if(store_items) stored_units += store_items(stored_units) if(store_mobs) stored_units += store_mobs(stored_units) src.icon_state = src.icon_closed src.opened = 0 playsound(src.loc, close_sound, 15, 1, -3) density = 1 return 1 //Cham Projector Exception /obj/structure/closet/proc/store_misc(var/stored_units) var/added_units = 0 for(var/obj/effect/dummy/chameleon/AD in src.loc) if((stored_units + added_units) > storage_capacity) break AD.loc = src added_units++ return added_units /obj/structure/closet/proc/store_items(var/stored_units) var/added_units = 0 for(var/obj/item/I in src.loc) var/item_size = Ceiling(I.w_class / 2) if(stored_units + added_units + item_size > storage_capacity) continue if(!I.anchored) I.loc = src added_units += item_size return added_units /obj/structure/closet/proc/store_mobs(var/stored_units) var/added_units = 0 for(var/mob/living/M in src.loc) if(M.buckled || M.pinned.len) continue var/current_mob_size = (M.mob_size ? M.mob_size : default_mob_size) if(stored_units + added_units + current_mob_size > storage_capacity) break if(M.client) M.client.perspective = EYE_PERSPECTIVE M.client.eye = src M.loc = src added_units += current_mob_size return added_units /obj/structure/closet/proc/toggle(mob/user as mob) if(!(src.opened ? src.close() : src.open())) user << "It won't budge!" return update_icon() // this should probably use dump_contents() /obj/structure/closet/ex_act(severity) switch(severity) if(1) for(var/atom/movable/A as mob|obj in src)//pulls everything out of the locker and hits it with an explosion A.loc = src.loc A.ex_act(severity++) qdel(src) if(2) if(prob(50)) for (var/atom/movable/A as mob|obj in src) A.loc = src.loc A.ex_act(severity++) qdel(src) if(3) if(prob(5)) for(var/atom/movable/A as mob|obj in src) A.loc = src.loc A.ex_act(severity++) qdel(src) /obj/structure/closet/proc/damage(var/damage) health -= damage if(health <= 0) for(var/atom/movable/A in src) A.loc = src.loc qdel(src) /obj/structure/closet/bullet_act(var/obj/item/projectile/Proj) if(!(Proj.damage_type == BRUTE || Proj.damage_type == BURN)) return ..() damage(Proj.damage) return // this should probably use dump_contents() /obj/structure/closet/blob_act() if(prob(75)) for(var/atom/movable/A as mob|obj in src) A.loc = src.loc qdel(src) /obj/structure/closet/meteorhit(obj/O as obj) if(O.icon_state == "flaming") for(var/mob/M in src) M.meteorhit(O) src.dump_contents() qdel(src) /obj/structure/closet/attackby(obj/item/weapon/W as obj, mob/user as mob) if(src.opened) if(istype(W, /obj/item/weapon/grab)) var/obj/item/weapon/grab/G = W src.MouseDrop_T(G.affecting, user) //act like they were dragged onto the closet if(istype(W,/obj/item/tk_grab)) return 0 if(istype(W, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = W if(!WT.remove_fuel(0,user)) if(!WT.isOn()) return else user << "You need more welding fuel to complete this task." return new /obj/item/stack/material/steel(src.loc) for(var/mob/M in viewers(src)) M.show_message("\The [src] has been cut apart by [user] with \the [WT].", 3, "You hear welding.", 2) qdel(src) return if(isrobot(user)) return if(W.loc != user) // This should stop mounted modules ending up outside the module. return usr.drop_item() if(W) W.loc = src.loc else if(istype(W, /obj/item/weapon/packageWrap)) return else if(istype(W, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/WT = W if(!WT.remove_fuel(0,user)) if(!WT.isOn()) return else user << "You need more welding fuel to complete this task." return src.welded = !src.welded src.update_icon() for(var/mob/M in viewers(src)) M.show_message("[src] has been [welded?"welded shut":"unwelded"] by [user.name].", 3, "You hear welding.", 2) else src.attack_hand(user) return /obj/structure/closet/MouseDrop_T(atom/movable/O as mob|obj, mob/user as mob) if(istype(O, /obj/screen)) //fix for HUD elements making their way into the world -Pete return if(O.loc == user) return if(user.restrained() || user.stat || user.weakened || user.stunned || user.paralysis) return if((!( istype(O, /atom/movable) ) || O.anchored || get_dist(user, src) > 1 || get_dist(user, O) > 1 || user.contents.Find(src))) return if(user.loc==null) // just in case someone manages to get a closet into the blue light dimension, as unlikely as that seems return if(!istype(user.loc, /turf)) // are you in a container/closet/pod/etc? return if(!src.opened) return if(istype(O, /obj/structure/closet)) return step_towards(O, src.loc) if(user != O) user.show_viewers("[user] stuffs [O] into [src]!") src.add_fingerprint(user) return /obj/structure/closet/attack_ai(mob/user) if(istype(user, /mob/living/silicon/robot) && Adjacent(user)) // Robots can open/close it, but not the AI. attack_hand(user) /obj/structure/closet/relaymove(mob/user as mob) if(user.stat || !isturf(src.loc)) return if(!src.open()) user << "It won't budge!" /obj/structure/closet/attack_hand(mob/user as mob) src.add_fingerprint(user) src.toggle(user) // tk grab then use on self /obj/structure/closet/attack_self_tk(mob/user as mob) src.add_fingerprint(user) if(!src.toggle()) usr << "It won't budge!" /obj/structure/closet/verb/verb_toggleopen() set src in oview(1) set category = "Object" set name = "Toggle Open" if(!usr.canmove || usr.stat || usr.restrained()) return if(ishuman(usr)) src.add_fingerprint(usr) src.toggle(usr) else usr << "This mob type can't use this verb." /obj/structure/closet/update_icon()//Putting the welded stuff in updateicon() so it's easy to overwrite for special cases (Fridges, cabinets, and whatnot) overlays.Cut() if(!opened) icon_state = icon_closed if(welded) overlays += "welded" else icon_state = icon_opened /obj/structure/closet/hear_talk(mob/M as mob, text, verb, datum/language/speaking) for (var/atom/A in src) if(istype(A,/obj/)) var/obj/O = A O.hear_talk(M, text, verb, speaking) /obj/structure/closet/attack_generic(var/mob/user, var/damage, var/attack_message = "destroys", var/wallbreaker) if(!damage || !wallbreaker) return user.do_attack_animation(src) visible_message("[user] [attack_message] the [src]!") dump_contents() spawn(1) qdel(src) return 1 /obj/structure/closet/proc/req_breakout() if(breakout) return 0 //Already breaking out. if(opened) return 0 //Door's open... wait, why are you in it's contents then? if(!welded) return 0 //closed but not welded... return 1 /obj/structure/closet/proc/mob_breakout(var/mob/living/escapee) var/breakout_time = 2 //2 minutes by default if(!req_breakout()) return //okay, so the closet is either welded or locked... resist!!! escapee.next_move = world.time + 100 escapee.last_special = world.time + 100 escapee << "You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time] minutes)" visible_message("The [src] begins to shake violently!") breakout = 1 //can't think of a better way to do this right now. for(var/i in 1 to (6*breakout_time * 2)) //minutes * 6 * 5seconds * 2 playsound(src.loc, 'sound/effects/grillehit.ogg', 100, 1) animate_shake() if(!do_after(escapee, 50)) //5 seconds breakout = 0 return if(!escapee || escapee.stat || escapee.loc != src) breakout = 0 return //closet/user destroyed OR user dead/unconcious OR user no longer in closet OR closet opened //Perform the same set of checks as above for weld and lock status to determine if there is even still a point in 'resisting'... if(!req_breakout()) breakout = 0 return //Well then break it! breakout = 0 escapee << "You successfully break out!" visible_message("\the [escapee] successfully broke out of \the [src]!") playsound(src.loc, 'sound/effects/grillehit.ogg', 100, 1) break_open() animate_shake() /obj/structure/closet/proc/break_open() welded = 0 update_icon() //Do this to prevent contents from being opened into nullspace (read: bluespace) if(istype(loc, /obj/structure/bigDelivery)) var/obj/structure/bigDelivery/BD = loc BD.unwrap() open() /obj/structure/closet/proc/animate_shake() var/init_px = pixel_x var/shake_dir = pick(-1, 1) animate(src, transform=turn(matrix(), 8*shake_dir), pixel_x=init_px + 2*shake_dir, time=1) animate(transform=null, pixel_x=init_px, time=6, easing=ELASTIC_EASING)